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Friday, September 14, 2018

"The Problem with Fantasy Flight Games." Or, “Board Game Culture Died When 'The Board Game Renaissance' Began.” An Outline.

This is an outline for an article that should of been written two months ago.

Fantasy Flight Problems:

1. They reissue old board games into Ferrari cars. Meaning that for a game like Wiz-War, that was small and very basic with paper components in the early editions, is then turned into a giants size game with miniatures and a whole lot of unnecessary visual improvements based upon some fancy art direction. The games become a "pimped-out" art piece than an actual game. The people who once enjoyed Wiz-War will end up playing the original game instead of the new edition. The popularity of the non-FFG game Gloomhaven was solely based upon visuals and components, not the game itself. This Ferrari car fad is an easy cash-grab and promotes a materialistic consumer mindset.

3. FFG’s “universal ruleset,” from the new “learn to play” books to “rules refernce” that makes all rules written by a robot than an actual human being.

4. Rules are written as an ultimate truth, forgetting rules are just a guideline. FFG assume rules take over the human spirit, when in fact, the game is a toy-box for man-children. FFG has became anti “roleplay” over the years.

5. The huge or even giant size of their games. Too big to carry around. (I remember when games were still small).

6. The same-old card stock is used over and over again from the same merchants they buy from China.

7. They make their games a “sit-down” experience, because, you know, it’s “tabletop.” Spending at least 3-5 hours invested into a slow video-game with physical pieces. This can be done with limited pieces and a shorter time. But FFG is too focus on a big dumb “experience” than an actual practical game that can be cleaned up and stored with minimal ease. In other words, they are catering to fat autistic nerds who sit and do nothing for 4 or more hours. Often they will turn a simple game into an “epic” sit-down fart fest.

8. FFG’s board games are just video games with physical pieces, which ignores the heart and essence of a board game, that is, a game about people. But instead, they would rather cater to a supremacist audience of STEM nerds, believing games are all math. FFG will double-down and try to cater to all the audiences of people, storytellers, and math/computer cucks, creating an autistic mash ofArkham Horror: The Card Game. Their games rule over us, not the other way around.

9. Player’s don’t have real choices. Rather, just calculated math equations that makes players believe (suspension of disbelief) they are making a dramatic choice that will “unbalance” the game, which is impossible because it is a delusion. There were examples of Jackson Howard and some other cards breaking Android: Netrunner, giving the players the real freedom to control the game. However, FFG hates this and tries to reset everything to a “universal ruleset.” A player’s choice and interactivity within the game is ultimatelyan illusion.

10. There is only ONE outcome, a winner. And FFG promotes this idea to compensate this fact “it’s how you play the game!” Very ironic to their philosophy that humans control the game. [Mention the passive-egressive nature of winning or losing and it’s philosophy. Making people win on purpose to create safe spaces for weak and cucked consumer culture normies with blue hair].

Board Game Culture Problems:

1. Gen-X loves it.

2. Millennials are “gamers” and don’t understand an era when games were physical, compared to a video and digital realm of coming transhumanism.

3. A market compromised to sell a consumer identity. Otherwise, the market would fail.

4. A resistance against video games, but ironically FFG games are becoming one, culturally and systemaitcally.

5. Benefits a STEM-related demographic where skill is rewarded than luck or surprise. In fact, it is now culturally accepted in BoardGameGeek to hate on luck. These players are fat man-children with nonwhite wives that work as a cuck for a slave labor job based on lying (I won’t be surprise if they have an interest in beer/microbreweries too).

6. There is only one “winner.” This creates a reward feedback system of congratulating one self that they were not a nerd in high school and are finally a “man.” Or become apart of a fictional “nerd culture,” where they have to apply meaning against how they made wrong choices in life. Winners create weak people.

7. The market is inflated with useless board games (and now they know this). Everything is being repeated over and over again and new game mechanics come in like fads based upon generational likings. “Board gamers,” like buying $50-99 board games over and over again every week with their magic disposable income, believing one day they may transfer their games to “the next generation” of nonwhite children they will bore. Board games also have little resale value. Only games that are timeless go up in price.

8. The consumers find it enjoyable to constantly re-learn new games over and over again, thus forgetting about the new game they bought two weeks ago, and then the next game they bought today. The old games get put on a shelf and never played again. The game collection becomes a fashion statement for delusional board gamer YouTubers and consumer cucks. All that money could of been spent on a college education and books to read and learn, instead of forgetting about instruction booklets that have no future outcome.

9. The culture promotes “equality” and “fairness” through a “balanced” game. Playing games and the liberal egalitarian agenda goes hand in hand. This promotes a political agenda.

10. The culture has a common hatred (and no respect) for classic commercial family games like Yahtzee, Risk, Stratego, or Clue. This is really just a form of generational hatred. Ironically, there would be no board game market without these games. These games are classic because everyone can play them (and introduced some mechanic that is timeless). The culture is too obsessed with finding something “new” and “original” to play. When the sheer irony is they think Settlers of Catan, Ticket To Ride, Betrayal at House on The Hill, Splendor, Power Grid, and Cards Against Humanity, are somehow revolutionary. Again, this is the normie consumer mindset. (Compare it to the vinyl toy fad of the early 00’s with the bad inflation of Funko toys).

11. They promote the fraudulent “game-designer” philosophy which believes “all games are intersectional.” Ironically, no of these “tabletop” players want to play a normal game of basketball anytime soon (or vice versa for that matter). These fake “game designers” made up GamerGate. They are pretensions charlatans invested in the fad of the board game market plus autism that justifies their declining decadence.

12. The predictability that the game “reminds” you have to play it. Most board games now have iconic language toremind players how to play the game. The problem is the language itself is self-defeating. It is no longer a game like Dune if the game (more like reissue) tells you it’s about “alliances, backstabbing, and combat in an orderly fashion.” This creates a meta-thinking level of irony within the players and the consumer culture. Nothing is meaningful. These new games expect players to feel this way, or a sense of irony. Soon, players become detached, ironic, and so-called “experts” on how to play the game (like they played it a million times, when in all actuality, about 7 times, at least one time with good friends and a memorable experience). For example, “Well, that’s the game of Cosmic Encounter, it’s always ‘wacky,’ ‘random,’ and ‘unbalanced.’ Thats why people enjoy it!” No it’s not, you fucking dweeb.

13. Assuming you have political control in games as a “diplomat” is a false lead. Again, there is no control. The only freedom you have is when the human rules over the game, not the computer transhumanist-AI ruling over you.

= Control can only be regain through the practice of roleplaying games, or players becoming the computer and fudging rules/introducing new rules as game designers.

The relationship with the computer makes it possible to experience the error in a less effective way: a buzz is less affecting than an adult who says or makes the student understand (even with a lot of diplomacies) that he is deceived: the computer is not Drift Cars judgmental and the child understands it very quickly.

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